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Author Topic: Damcyan border tiles  (Read 919 times)

avalanche

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Damcyan border tiles
« on: January 05, 2015, 10:35:35 AM »
Is it just me, or is the Damcyan map missing tiles around the edge to transport back to the overworld?  How does the game know where to send you?

chillyfeez

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Re: Damcyan border tiles
« Reply #1 on: January 05, 2015, 10:41:48 AM »
When you walk off the edge of a map, the game treats it like walking onto a "return to previous map" tile.
The bigger mystery is why most maps do have those tiles at the entrances.

avalanche

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Re: Damcyan border tiles
« Reply #2 on: January 05, 2015, 10:49:14 AM »
Many maps probably have a non obvious location stack. Take Baron castle for instance. It's all "go" tiles, so when you are in the exterior map of the castle if it used an implicit return it would take you back inside. So I guess that means Damcyan (and Agart among others) have trivial go/returns that leave a simple stack?  Town of Baron couldn't do it because of the waterway and serpent road. I guess that makes sense that some don't have these complications.

chillyfeez

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Re: Damcyan border tiles
« Reply #3 on: January 05, 2015, 01:38:52 PM »
Yeah, but what was silly of them was to put in "return" tiles at town entrances. Agart is a good example of this: three return tiles at the entrance, when walking one tile further would trigger a return anyway. The grass return tiles really are a waste of tile.
Though the town tileset has several entirely unused tiles, I believe.
... Or maybe that's the town interior tileset. Sorry, This is all from memory - I'm at work right now so can't check my answers.

LordGarmonde

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Re: Damcyan border tiles
« Reply #4 on: January 05, 2015, 05:02:05 PM »
Mist has some strange behavior - if I recall correctly. It has tiles to keep track of what side you enter or exit on - as if at some point you were allowed to walk through freely before the game cut you off. I saw that first done with glitched speed runs - but I've done it myself as well: I often deactivate collision to skip around the game for various quick event testing.

Yeah, but what was silly of them was to put in "return" tiles at town entrances. Agart is a good example of this: three return tiles at the entrance, when walking one tile further would trigger a return anyway...

Though I get why they would have to be there in this case when else could I gripe that I miss the exit tiles every single time I end up walking "through" Mt Ordeal.  :finger: "And I'm outta... - this isn't the world map... D'oh!"  :tongue:
"Now I know; and knowing makes it even more confusing..."